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    posted a message on Star Battle Development

    Where did you get the .SC2Map file? Just trying to figure out why it might not be working. And which version are you talking about? When I do a search on the arcade there's like 9 different versions.

    Posted in: Miscellaneous Development
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    posted a message on How to copy triggers into a mod file?

    Oh, yeah, of course. You need to add the library to (Basic) UI: Trigger Libraries + in Default SC2 Gameplay Settings (under 'Edit Advanced Game Data' --> 'Gameplay Data' in the data module). Leave the 'Include Path' blank.

     

    It's supposed to automatically do this for you if you check the option 'Auto Load Library In Game' in the 'Change Library ID' dialog, but I believe it's buggy and doesn't always work.

    Posted in: Triggers
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    posted a message on How to copy triggers into a mod file?

    Are there any error messages in the editor or during a test game?

    Posted in: Triggers
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    posted a message on Mac Trigger Editor

    If you're editing custom script (Galaxy code), then yeah, if it goes beyond a certain length, it gets corrupted. Long-standing issue.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0.962737642585551

    posted a message on Prevent Blocking/Walling With Units!

    Not sure, but I think if you just order them to move once instead of every 2 seconds, they would eventually become idle if they get stuck, so they'd attack automatically.

    Posted in: Triggers
  • 0

    posted a message on ComponentList.SC2Components and Triggers files missing from locked maps extracted from Battle.net cache

    I've been playing a particular map obsessively for a few months now and I got interested in the implementation of a certain feature. The map is locked so I tried to extract it from my Battle.net cache just to take a look for academic purposes. I've done this once before in order to fix up an abandoned map. I followed some guides for "bank hacking" that I found via googling (note: I have never done this and it's not my intention to do that here) and it worked smoothly.

     

    However, with this map I was able to extract all three of its dependent mods, but the map itself gave an error upon opening saying that a ComponentList.SC2Components file was missing. I was able to work around this by creating a plain new ComponentList.SC2Components file and inserting it into the map with an MPQ editor. The real problem is that now upon opening the map I get an error in the Messages window saying that the Triggers file wasn't found and the element list in the trigger module is completely blank.

     

    I figured this must be because the map must have been published with the "obfuscate map script" option enabled. But I took a look at the MapScript.galaxy file and there's no sign of obfuscation. Then I figured that maybe the author wrote the whole script in Galaxy out of preference. But the code looks exactly like generated code. The formatting, functions with the libNtve_ prefix being used instead of their shorter equivalents, the comments, the excessive use of StringExternal(), the use of autovars, etc. This was made with the GUI editor.

     

    So that's weird. The map was published as locked, the script is auto-generated, but not obfuscated, and those two files are missing. Also, the enUS.SC2Data/LocalizedData/TriggerStrings.txt file is there and intact. Does anyone have an explanation for this? The only other thing I can think of is that they deliberately removed those files before publishing, but that would be a strange thing to do.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Solved] AI players on Test Document

    Maybe add some triggers (only activated during offline test games) that spawn some units for you. You could even make a nice UI for it and have some presets.

     

    Apart from that you could just edit the map you're using to test on and add some pre-placed units, or use the test cheats available: https://gist.github.com/anonymous/e6185aec19f0a6c45e2bbb48bf3695c6 There are also actor cheats: http://us.battle.net/sc2/en/game/maps-and-mods/tutorials/actor/

    Posted in: Data
  • 0

    posted a message on How do I change my email address?

    I just noticed that I'm getting email notifications at my old email address. How do I change the email address associated with this account? I went to 'My Account' as per these instructions and there's nothing there, just a button to merge my account with a Twitch account and an option saying 'Allow Curse to send you email', which isn't even checked. Checking it and clicking 'save' doesn't change anything.

    Posted in: General Chat
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    posted a message on (Solved) Same ability across army

    You also need to enable the "Send To Selection" flag for the ability's execute command.

    Posted in: Data
  • 0

    posted a message on Curse killed sc2mapster

    I've encountered so many broken links since the forum redesign. It's infuriating that such a huge failure was allowed to happen.

     

    Just a random example: this link: https://www.sc2mapster.com/forums/development/triggers/129841-get-the-numbers-of-workers-on-a-geyser/#p8 redirects to this 404 page: https://www.sc2mapster.com/forums/curseforge-orphan-threads/129841-saudi-arabia-kuwait-oman-91-7073949883-girl-boy#p8

     

    Saudi Arabia Kuwait Oman... wtf?! Apparently the new URL is https://www.sc2mapster.com/forums/development/triggers/153717-get-the-numbers-of-workers-on-a-geyser#c8 (I found this via other means.)

     

    I brought this up before and it was ignored. The vast majority of external links to this site are broken. The vast majority. Unbelievable.

     

    Fun fact: Hyperlinking was one of the defining principles in the creation of the World Wide Web, and is for a resource / knowledge base site like this all the more critical. Ensuring that links don't break should have been the top priority during this redesign but it was obviously completely ignored.

    Posted in: General Chat
  • 0

    posted a message on So is "Show/Hide Mouse Cursor" just broken now?

    There's a bug with the game client where sometimes that just stops working. Restarting the game client fixes it.

    Posted in: Triggers
  • 0.964315352697095

    posted a message on [Solved] Attributes as a substitute for custom values? Would this cause more or less lag?

    You could use an 'Attribute' behavior and no more than 24 'Buff' behaviors if you do some decimal->binary conversion. The problem with attribute behaviors is that you can't easily get their value. In triggers you can only read the value when it changes (using the 'Unit Attribute Change' event and 'Triggering Attribute Points' function).

    Posted in: Data
  • 0

    posted a message on Extract Remastered sound files

    Have you tried MPQ extractors?

    Posted in: Data
  • 0

    posted a message on Is it Possible: Positive/Negative Regions with Triggers

    I've tried it and it doesn't seem to work with triggers.

     

    Edit: nevermind, it works.

    Posted in: Triggers
  • 0

    posted a message on [SOLVED] Why is This Not Working?

    First of all, why are you disabling error messages during test document? Go to Map --> Map Options and uncheck that. The error messages make it quite obvious what the problem is: you're trying to access an element past the end of an array. That is, TL Max Score has size 7, and in your if-statement condition you're trying to access TL Max Score[13]. This kind of error halts execution of the rest of the trigger. Increase the size of that array to 15 and it will work.

     

    There are a bunch of other errors you should probably fix before doing anything else.

    Posted in: Triggers
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